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OpenGL: Ensure framebuffer binding is restored if completion check fails
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@ -158,24 +158,21 @@ bool RasterizerCacheOpenGL::BlitTextures(GLuint src_tex, GLuint dst_tex,
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buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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}
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if (OpenGLState::CheckFBStatus(GL_READ_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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return false;
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}
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bool can_blit = OpenGLState::CheckFBStatus(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE &&
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OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
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if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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return false;
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if (can_blit) {
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glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
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dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, buffers,
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buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
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}
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glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left,
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dst_rect.top, dst_rect.right, dst_rect.bottom, buffers,
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buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
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// Restore previous framebuffer bindings
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cur_state.draw.read_framebuffer = old_fbs[0];
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cur_state.draw.draw_framebuffer = old_fbs[1];
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cur_state.Apply();
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return true;
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return can_blit;
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}
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bool RasterizerCacheOpenGL::TryBlitSurfaces(CachedSurface* src_surface,
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